Death`Knell:
This class is an advanced Necromancer.
Prerequisites: You must know all necromancer spells and abilities in order to train in this class.
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Animated Dead 1:
Animate a Dead class creature to serve you.
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Blackened Gaze:
Causes a dead class creature to do your bidding for 1-D6 +1 turns (+1 D6 +1 turns per scroll memorized after learning this spell).
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Bloodbane:
After casting this spell on self, any creature that strikes the Death Knell will be drained of 1-D6 blood-points if it fails to pit its constitution vs. the constitution of the caster (or the one who the caster has cast Bloodbane upon).
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Deathweave:
Weave a lengthy spell that gathers the substance of death into a container capable of harboring such dreadful essence. Then use the death essence for certain tasks.
It is a dangerous thing, meddling in the affairs of death.
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Devour Youth:
Drains the years from a targeted creature. Each year drained, the Death`Knell gains 1-D6 +1 spell-points. If spell-points are refilled to maximum, Devour Youth will temporarily store 2 spell-points per year drained from a creature to be used before actual spell-point are used.
Duration of stored spell-points: 24 hours per 7 levels advanced.
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Grim Reaper:
Temporarily enslave an Undead Reaper to do your bidding for 24 hours (+ 24 hours per scroll memorized after learning this spell).
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Tainted Blood:
Prerequisites: The caster must have the Divine Favor, "Tainted Blessing" to learn this spell.
Vampire, or any blood-feeding creature, that drinks the blood of the targeted of this spell will be randomly effected as follows:
%Roll: Tainted Blood effects:
01-10: Coma
11-30: Confusion / Dazed
31-35: Death
36-55: Dreamstate
56-75: Dreamwalk
76-90: Euphoria
91-00: Sleep
Note:
For every 10 times this spell is cast upon a blood-feeding creature, successfully effecting it, the caster will gain the ability to control the outcome of the spell to his or her will. The caster can add +1 or subtract -1 from the "Tainted Blood effects" roll (the maximum chance to sway the outcome of this spell will be +45 or -45).
Example:
For every 10 times I have successfully effected a blood-feeding creature, by the power of this spell, I will gain a -1/+1 to sway the outcome of the random roll when rolling on the above chart. If I have effected a blood-feeding creature 225 times, I would have a -22/+22 sway on the "Tainted Blood effects" chart when rolling on it (I could use -1, or +13, or whatever I desired, up to a -22 or +22 -- this would be up to me, the caster (not the G.M.). In using this spell, and being successfully bitten by a blood-feeding creature, I would master the outcome of its effects to some degree.
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Vampiric Oath:
This ability is only given by living mortals who wish to become a vampire. Once this oath is taken, the mortal will begin to change into a lesser vampire, under the control of the one who leads this transformation.
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Vampiric Strike:
This spell will drain the blood-points from a creature that does not successfully pit its constitution against the Death Knell and win.
Damage: 1-D6 blood-loss (+ 1-D6 per 7 levels advanced).
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Vampiric Weapon:
After casting this spell upon a weapon, the weapon will drain the blood-points from a creature that does not successfully pit its constitution against the wielder when a maximum-strike occurs.
Damage: 1-D6 blood-loss (+ 1-D6 per 7 levels the caster has advanced).